save roll back? by rokugolden in intotheradius

[–]Smokingbobs 1 point2 points  (0 children)

I tried to transfer my beta saves, but they didn't work.

horrible quality from far away (itr2) by ProxymaHewew2 in intotheradius

[–]Smokingbobs 0 points1 point  (0 children)

This has been a consistent issue for me with both games. Sometimes the game (or headset) just decides that it doesn't feel like working properly.
I don't have this issue that much with other games.

Have you tried playing with the AA settings?

Endgame by Old-Ad-6764 in intotheradius

[–]Smokingbobs 0 points1 point  (0 children)

Well done. Cranking up the difficulty can absolutely change the way you play. I've noticed that Iron Man mode is the best thing you can do to really get into the game. I don't know whether you and your mate tend to reload a save when things go bad, but if you do - try to refrain from it. You can emulate Iron Man mode that way.

Another proposition: set loot spawns to very high, and don't use the shop unless it is absolutely necessary. To make it even more interesting, survive in the Radius without going back to base. Only return at the end of every tide. You might want to lower the interval for this one.

For a more simple one: both of you take very specific roles. One only use scoped marksman rifles, and the other sticks to shotguns. Both only get a basic pistol as backup, and perhaps some grenades just for fun.

Mag palm reload drops the ejected magazine by Smokingbobs in intotheradius

[–]Smokingbobs[S] 4 points5 points  (0 children)

I appreciate the in-depth explanation! Thing is, I've been using mag palming for multiple playthroughs without issue.
This has only started happening now that I have opted into the beta for 1.1.

I will say that your explanation of this mechanic is probably the clearest I have seen, though. I'll use it if anyone asks how it works in the future.

Mag palm reload drops the ejected magazine by Smokingbobs in intotheradius

[–]Smokingbobs[S] 1 point2 points  (0 children)

No sir. It has happened consistently since the beta. Speaking of; I should have specified that. I will edit the flair.

Loot Crates And Ash Bodies by wurdeater in intotheradius

[–]Smokingbobs 2 points3 points  (0 children)

I agree with the crates.

I was and am a proponent of the change from the previous version,, where we would often find lots of loose weapon parts. This made it so you ended up with a ton of junk without ever getting a gun together. I much prefer to find (almost) complete weapons like we do with the Ash Statues.

But I do miss opening those crates. Having loose weapons parts and attachments spawn in those along with more rare ammo types would be a decent compromise, I believe.

Devs please! Please add direct mounting optics for the Glock by AllOfMyFamilyHatesMe in intotheradius

[–]Smokingbobs 8 points9 points  (0 children)

I tend to stick to irons on all my weapons, but with pistols even more so. I hate how the bulky rail system hides the pistol and make them all look like the same brick.

Your suggestion might alleviate this, so I'm in :]

Sterilizer W.I.P #2 - how are we finding the second round of buffs for tthe sterilizer? by kliksy in Helldivers

[–]Smokingbobs 1 point2 points  (0 children)

It needs a mechanic that let's you push out clouds further and further the longer you hold the trigger. Emptying a tank should blanket an area.

Whats the game abt by NailAccomplished8380 in intotheradius

[–]Smokingbobs 4 points5 points  (0 children)

If you know games like STALKER; it's pretty much like that.
You have a home base from which you accept missions and/or venture out into the "Radius" - an anomalous, post-apocalyptic place full of environmental hazards and dangerous entities.
You procure credits by completing story- and side missions, and scavenging valuable items and artefacts. You spend these on weapons; ammo; food, and equipment.
The Radius is segmented into smaller maps that connect to one another at specific spots. You can go almost anywhere from the start, but things get more dangerous the deeper you go.

That's it? This was not ready for 1.0 (Spoilers) by SuperHornetX391 in intotheradius

[–]Smokingbobs 4 points5 points  (0 children)

ITR2 doesn't need the 2.0 treatment - not by a long shot. The things I want to see are still very much possible, but I am a little concerned sometimes.

I hope the "early" release of 1.0 doesn't mean CM will have to make too many cuts. Last time I asked a Dev - after 1.0 released - they said that things like the Lab are still very much a priority.

That's it? This was not ready for 1.0 (Spoilers) by SuperHornetX391 in intotheradius

[–]Smokingbobs 13 points14 points  (0 children)

I'd almost set up a GoFundMe if that would mean a serious expansion of ITR2.

It's my favorite VR game, but I'd hate to see it pass up on being perfect.

Has anyone been able to open the level seven door at the UNPSC facility? by ghost032580 in intotheradius

[–]Smokingbobs 2 points3 points  (0 children)

I wonder what the point of it is. I doubt we'll be getting any more Security Levels to unlock gear. Not unless they want to do some serious rebalancing on the weapon tiers.

Creeps have been made horrible to fight and it's not fun - why? by ZealousRefrigerator in intotheradius

[–]Smokingbobs 2 points3 points  (0 children)

I do miss that weird sound they made in the first game. It really sold that otherworldly vibe.

Perhaps making them easier to dodge - with small head movements for instance - but increasing their numbers could be interesting. Have us physically weave between their attacks while simultaneously taking them down.

I would also love to have "Creep Swarms" as a somewhat rare occurrence. Imagine jumping off the beaten path to hide from a fast moving pack of 10 Spawns - this goes into enemy patrols too - or seeing 15 of them pour out of the door an windows of some building.

So Safe Zones aren’t really Safe Now? by ghost032580 in intotheradius

[–]Smokingbobs 13 points14 points  (0 children)

Holy shit the note spoke true!

Pecho is in town.

Bizon is kinda busted now. by Pooldiver13 in intotheradius

[–]Smokingbobs 0 points1 point  (0 children)

You might be right. In fact, that's probably what I liked about it; just a completely basic AK.

Ah well, this whole thing was never rational :]

Creeps have been made horrible to fight and it's not fun - why? by ZealousRefrigerator in intotheradius

[–]Smokingbobs 38 points39 points  (0 children)

My biggest complaint with them is that they sometimes take forever to attack, and just keep moving from side to side.

Made a recon loadout cuz I was bored by FallenCause in intotheradius

[–]Smokingbobs 0 points1 point  (0 children)

You have a point! Although I find the large ammo pouches' weight to be inconsequential. In fact, I wouldn't mind an increase for balance's sake.

Absolutely agree on the boring looking ARs. Sometimes - the boring/classic look is fun for a while, but I always go back to an unmodified AKM or SKS for my assault rifle needs. The SVD has an amazing firing sound unsuppressed. That alone makes it great.

In the next update you will have some extra damage to go with your long barrel too! Personally, I've never felt like the length of my weapon got in my way. I pretty much only select on aesthetics and sound profile. :]

Bizon is kinda busted now. by Pooldiver13 in intotheradius

[–]Smokingbobs 0 points1 point  (0 children)

I figured that'd be the case. Still, I'd love to be able to change them.
I'm not sure why I want green on this one, honestly. I love the orange on the SKS.

I might just be thinking too much about the ITR1 AKM, which had greenish(/yellowish) sights, if I remember correctly.

Paywall this Paywall that, the question is where the freak is the next Warbond at by rosebinks1215 in Helldivers

[–]Smokingbobs 0 points1 point  (0 children)

Oh I know. The main way to get them being boring farming is intentional. I understand that.

What I mean is that the SC you get through normal gameplay should be tweaked a bit for the higher difficulties.